Sunday, March 17, 2013

Multipass Compsiting in Nuke from Maya MR

diffuseMaterialColor - base

diffuseIrradianceNoShadow - add

indirect - add

specularNoShadow - add

reflection - layer mode Plus

AO - mask & Multiply

matte - alpha & pre-mutiply

<for the background>
AO - mask & multiply

shadowRaw - mask & multiply

PassContributionMap

-create under Render Layer

seperate scene images by Light / Object by adding them accordingly.

Saturday, March 16, 2013

Mental Ray Shadow Flickering

Ways to suppress/reduce flickering in mental ray render

1. using raytrace shadow + GI + FG
    Light Attribute - increase shadow rays of ray trace shadow
    Render Settings > Final Gathering > Final Gather Tracing :
        Final Gather Mode = Optimize for Animations
        set Max/Min Radius

2. using raytrace shadow + GI + Occlusion
    ?

3. using mental ray shadow map + GI + FG
    Light Attribute > Shadows - check using mental ray shadow map
        set Resolution/Sample/Softness as you like

4. using IBL (Image Based Lighting) without photon emission(?)

Beauty Pass =

Beauty Pass =
diffuse + indirect + specular + reflection + refraction + translucence + add + opacity.


>AE Compositing from the top layer


opacity - alpha (translucent part)

matte - use as matte channel

<pre comp>

specularNoShadow - add

reflection(&refraction) - screen

indirect (GI+FG) - add

AO - multiply

directIrradianceNoShadow - darken

shadow - difference

diffuseNoShadow - normal

</pre comp>